Gokujou Parodius
Title screen
Developer: | Konami |
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Music: | Seiichi Fukami Satoko Miyawaki Kazuhiro Senoo |
Program: | Tokuda Tsukasa Yasuyuki Moritome |
Art: | Shūjirō Hamakawa Chiyoko Hanano Taro Matsuishi Rika Ishimaru Natsumi Bouike |
Release date: | Arcade: April 1994 Super Famicom: November 25, 1994 PlayStation: December 3, 1994 Sega Saturn: May 19, 1995 PlayStation Portable: January 25, 2007 |
Previous game: | Pop’n TwinBee |
Next game: | TwinBee Yahho! |
Gokujō Parodius ~Kako no Eikō o Motomete~ (Japanese: 極上パロディウス ~過去の栄光を求めて~ "Gokujou Parodius – Pursuing the Past Glory") is a shmup developed and published by Konami in 1994. It is the third installment in the Parodius series succeeding Parodius Da! (Konami 1990). It is the second of the three arcade games from the series followed by Sexy Parodius (Konami 1996).
Gokujou Parodius received ports on the Super Nintendo, PlayStation, Sega Saturn and PlayStation Portable. It was localized overseas under the title Fantastic Journey.
For replay videos, visit the Video Index.
Contents
Gameplay Overview
Controls
The game offers three different control styles which can be selected at the start of the game: Auto Power-Up (uses one button), Semi-Auto Power-Up (uses two buttons), and Manual Power-Up (uses three buttons).
Auto Power-Up | Semi-Auto Power-Up | Manual Power-Up | |
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A button | Select Power-Up | Select Power-Up | |
B button | Primary weapon (shot/double/laser) Secondary weapon (missile) Bell power |
Primary weapon (shot/double/laser) Secondary weapon (missile) Bell power |
Primary weapon (shot/double/laser) |
C button | Secondary weapon (missile) Bell power |
When Auto Power-Up is selected, the ship will automatically power up when enough capsules are collected. Roulette Capsules will count as regular capsules.
Characters
Gokujou Parodius has 8 characters, 4 of them return from Parodius Da! while the others are completely new. Each character has a counterpart when using 2P side, but this is a purely cosmetic difference.
1P side | 2P side |
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Vic Viper |
Lord British |
1P side | 2P side |
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Takosuke |
Belial |
1P side | 2P side |
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TwinBee |
WinBee |
1P side | 2P side |
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Pentarou |
Hanako |
1P side | 2P side |
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Hikaru |
Akane |
1P side | 2P side |
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Mambo |
Samba |
1P side | 2P side |
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Michael |
Gabriel |
1P side | 2P side |
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Koitsu |
Aitsu |
Power Meter
Instead of words, the Power Meter system in Gokujou Parodius uses icons for each upgrade. When the player picks up a red capsule, the next box in the Power Meter sequence will be highlighted; when a red capsule is picked up at position 7, it will jump back to position 1.
Although the Power Meter has certain general properties (Speed Up, Missile, and Shield), all eight characters have an individual set of upgrades.
Items
An item will pop up either if the player destroys certain waves of enemies fully or when a red enemy is destroyed.
All regular items except Roulette Capsules appear in the following item cycle. Roulette Capsules are always found in the same enemies and have no effect on the cycle.
Item Cycle |
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The bell cycle starts at yellow. Hitting a Yellow Bell five times will make it advance to the next color. Every other color takes a single hit to make the bell cycle go to the next yellow again. This is not affected by missing bells or picking them up.
Bell Cycle |
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Extra Lives
On default settings, the player is awarded with two extra lives, one at 200,000 and the second at 500,000.
Loops
By default, Gokujou Parodius does not loop, but an option to enable a second loop and even infinite loops can be set in the dipswitches (or going to the options menu in the ports). The loop has no requirements when enabled, so the player will always enter 2-1 upon beating stage 1-7.
The player loses all Power Ups and starts in the default state again. If the Power Meter was highlighted at any position at the end of loop 1, it will be highlighted on the first position beginning with loop 2.
Strategy
WIP